Nice concept, but I think for it to be balanced it needed to be like quests: costs 1, you need to play it. Also, the effects are really strong so it could be better for ALL of them to have drawbacks, because of that I believe the Priest and Hunter ones are Overpowered, Shaman one could be Op and the rest are fine if you pay at least 1 mana for it.
Hey man, really cool design and concepts but I think you should nerf them a little bit, no need to change the effects but some of them need a change of mana cost.
My favorite one was Time-Traveler Mirto, but I can't find the locations, don't know what is wrong with the link. Can you post them here?
You just said that if your odds are of 100% defeat, you can't use a card to try to change it to 50%?
MCT is a good tool to use against decks that usually have more than 3 minions in play, simple as that, we need cards like that in Standard, just like we need Speelbreaker and Big Game Hunter. Sometimes the meta calls them, sometimes don't, simple as that, we need cards like this to keep some deck archetypes in check.
Sure, Blizzard's balance is not perfect, and that is exactly why we need tech cards/combo breaker cards in Standard.
Just my POV.
The problem is that it is random and that luck decides game on the spot, and it feels bad for at least one of the players, sometimes both. If you want the game to be full of cards like that, sure.
You should change your thread to "I think the game is full of RNG cards" then. If the MCT RNG effect is the problem here, do you really think it would be better if the player could choose the card he is stealing? The thing is, a card that can be played against decks that usually have more than 3 cards in the field is something the game needs. It seems that RNG is your problem and that you don't like games that can be frustrating sometimes.
But Hearthstone is a game that you play against other players, with cards that you pick randomly from your deck each turn. It will have some frustrating things, but, that is normal for a game, sometimes you win, sometimes you lose, sometimes the RNG is good, sometimes it isn't.
Maybe if MCT didn't exist you would be creating a thread to discuss about why you can't counter play some decks/strats.
You just said that if your odds are of 100% defeat, you can't use a card to try to change it to 50%?
MCT is a good tool to use against decks that usually have more than 3 minions in play, simple as that, we need cards like that in Standard, just like we need Speelbreaker and Big Game Hunter. Sometimes the meta calls them, sometimes don't, simple as that, we need cards like this to keep some deck archetypes in check.
Sure, Blizzard's balance is not perfect, and that is exactly why we need tech cards/combo breaker cards in Standard.
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heh
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I used to play the 30 legendaries deck back in the day, but then after GvG the games didn't really passed turn 7 so I wasn't having much fun.
Maybe I will give it a try again, thanks for sharing the list.
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It is fine here.
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Ragnaros the Firelord
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Thanks!
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Nice concept, but I think for it to be balanced it needed to be like quests: costs 1, you need to play it. Also, the effects are really strong so it could be better for ALL of them to have drawbacks, because of that I believe the Priest and Hunter ones are Overpowered, Shaman one could be Op and the rest are fine if you pay at least 1 mana for it.
0
Hey man, really cool design and concepts but I think you should nerf them a little bit, no need to change the effects but some of them need a change of mana cost.
My favorite one was Time-Traveler Mirto, but I can't find the locations, don't know what is wrong with the link. Can you post them here?
3
You should change your thread to "I think the game is full of RNG cards" then. If the MCT RNG effect is the problem here, do you really think it would be better if the player could choose the card he is stealing? The thing is, a card that can be played against decks that usually have more than 3 cards in the field is something the game needs. It seems that RNG is your problem and that you don't like games that can be frustrating sometimes.
But Hearthstone is a game that you play against other players, with cards that you pick randomly from your deck each turn. It will have some frustrating things, but, that is normal for a game, sometimes you win, sometimes you lose, sometimes the RNG is good, sometimes it isn't.
Maybe if MCT didn't exist you would be creating a thread to discuss about why you can't counter play some decks/strats.
8
You just said that if your odds are of 100% defeat, you can't use a card to try to change it to 50%?
MCT is a good tool to use against decks that usually have more than 3 minions in play, simple as that, we need cards like that in Standard, just like we need Speelbreaker and Big Game Hunter. Sometimes the meta calls them, sometimes don't, simple as that, we need cards like this to keep some deck archetypes in check.
Sure, Blizzard's balance is not perfect, and that is exactly why we need tech cards/combo breaker cards in Standard.
Just my POV.
1
Since I saw jaswitzer97 post after I had created the card, I will post both here.
For GerritDeMan:
For jaswitzer97:
Next: A tech card that can stop combo decks.
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Next: a Druid ECHO card (spell or minion).
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Next: a common pack filler card for the next expansion
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Oh yeah I forgot.
Next: A warlock Hero Card that costs 4 mana.
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Not sure if you wanted a new Keyword, so I used Poisonous and Lifesteal. Made 2 legendaries that should be released in the same set.
While Anastasia can be used in any kind of archetype, Bob could push a Stealth archetype if played together with Anastasia.
Anastasia is a little overpowered? Maybe, but we can always change the mana cost. I mean, we have Gul'dan.
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Nagas and Vrykul are nice but... pirates? Urgh.